LYGIA Shader Library

directional (lygia/lighting/light/directional)

Calculate directional light

Dependencies:

Use:

lightDirectional(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)

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#ifdef RAYMARCH_SHADOWS
#endif


#ifndef STR_LIGHT_DIRECTIONAL
#define STR_LIGHT_DIRECTIONAL
struct LightDirectional {
    vec3    direction;
    vec3    color;
    float   intensity;
};
#endif

#ifndef FNC_LIGHT_DIRECTIONAL
#define FNC_LIGHT_DIRECTIONAL
void lightDirectional(
    const in vec3 _diffuseColor, const in vec3 _specularColor, 
    const in vec3 _V,
    const in vec3 _Ld, const in vec3 _Lc, const in float _Li,
    const in vec3 _P, const in vec3 _N, const in float _NoV, const in float _NoL,
    const in float _roughness, const in float _f0, 
    inout vec3 _diffuse, inout vec3 _specular) {

    float intensity = _Li;
    #ifdef RAYMARCH_SHADOWS    
    intensity = raymarchSoftShadow(_P, _Ld);
    #endif 

    float dif = diffuse(_Ld, _N, _V, _NoV, _NoL, _roughness);
    float spec = specular(_Ld, _N, _V, _NoV, _NoL, _roughness, _f0);

    _diffuse  += max(vec3(0.0), intensity * (_diffuseColor * _Lc * dif) * _NoL);
    _specular += max(vec3(0.0), intensity * (_specularColor * _Lc * spec) * _NoL);
}

#ifdef STR_MATERIAL
void lightDirectional(
    const in vec3 _diffuseColor, const in vec3 _specularColor,
    LightDirectional _L, const in Material _mat, 
    inout vec3 _diffuse, inout vec3 _specular) {

    float f0    = max(_mat.f0.r, max(_mat.f0.g, _mat.f0.b));
    float NoL   = dot(_mat.normal, _L.direction);

    lightDirectional(
        _diffuseColor, _specularColor, 
        _mat.V, 
        _L.direction, _L.color, _L.intensity,
        _mat.position, _mat.normal, _mat.NoV, NoL, _mat.roughness, f0,
        _diffuse, _specular);

    #ifdef SHADING_MODEL_SUBSURFACE
    vec3  h     = normalize(_mat.V + _L.direction);
    float NoH   = saturate(dot(_mat.normal, h));
    float LoH   = saturate(dot(_L.direction, h));

    float scatterVoH = saturate(dot(_mat.V, -_L.direction));
    float forwardScatter = exp2(scatterVoH * _mat.subsurfacePower - _mat.subsurfacePower);
    float backScatter = saturate(NoL * _mat.subsurfaceThickness + (1.0 - _mat.subsurfaceThickness)) * 0.5;
    float subsurface = mix(backScatter, 1.0, forwardScatter) * (1.0 - _mat.subsurfaceThickness);
    _diffuse += _mat.subsurfaceColor * (subsurface * diffuseLambert());
    #endif
}
#endif

#endif

Dependencies:

Use:

lightDirectional(<float3> _diffuseColor, <float3> _specularColor, <float3> _N, <float3> _V, <float> _NoV, <float> _f0, out <float3> _diffuse, out <float3> _specular)

Check it on Github


#ifdef RAYMARCH_SHADOWS   
#endif


#ifndef STR_LIGHT_DIRECTIONAL
#define STR_LIGHT_DIRECTIONAL
struct LightDirectional
{
    float3 direction;
    float3 color;
    float intensity;
};
#endif

#ifndef FNC_LIGHT_DIRECTIONAL
#define FNC_LIGHT_DIRECTIONAL

void lightDirectional(
    const in float3 _diffuseColor, const in float3 _specularColor,
    const in float3 _V,
    const in float3 _Ld, const in float3 _Lc, const in float _Li,
    const in float3 _P, const in float3 _N, const in float _NoV, const in float _NoL,
    const in float _roughness, const in float _f0,
    inout float3 _diffuse, inout float3 _specular) {

    float intensity = _Li;
    #ifdef RAYMARCH_SHADOWS    
    intensity = raymarchSoftShadow(_P, _Ld);
    #endif    

    float dif = diffuse(_Ld, _N, _V, _NoV, _NoL, _roughness);
    float spec = specular(_Ld, _N, _V, _NoV, _NoL, _roughness, _f0);

    _diffuse += max(float3(0.0, 0.0, 0.0), intensity * (_diffuseColor * _Lc * dif) * _NoL);
    _specular += max(float3(0.0, 0.0, 0.0), intensity * (_specularColor * _Lc * spec) * _NoL);
}

#ifdef STR_MATERIAL
void lightDirectional(
    const in float3 _diffuseColor, const in float3 _specularColor,
    LightDirectional _L, const in Material _mat, 
    inout float3 _diffuse, inout float3 _specular) {

    float f0    = max(_mat.f0.r, max(_mat.f0.g, _mat.f0.b));
    float NoL   = dot(_mat.normal, _L.direction);

    lightDirectional(
        _diffuseColor, _specularColor, 
        _mat.V, 
        _L.direction, _L.color, _L.intensity,
        _mat.position, _mat.normal, _mat.NoV, NoL, _mat.roughness, f0, 
        _diffuse, _specular);

#ifdef SHADING_MODEL_SUBSURFACE
    float3  h     = normalize(_mat.V + _L.direction);
    float NoH   = saturate(dot(_mat.normal, h));
    float LoH   = saturate(dot(_L.direction, h));

    float scatterVoH = saturate(dot(_mat.V, -_L.direction));
    float forwardScatter = exp2(scatterVoH * _mat.subsurfacePower - _mat.subsurfacePower);
    float backScatter = saturate(NoL * _mat.subsurfaceThickness + (1.0 - _mat.subsurfaceThickness)) * 0.5;
    float subsurface = lerp(backScatter, 1.0, forwardScatter) * (1.0 - _mat.subsurfaceThickness);
    _diffuse += _mat.subsurfaceColor * (subsurface * diffuseLambert());
#endif
}
#endif

#endif

Licenses

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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